Acoustical and Psychoacoustic Properties for Mono Sound Walk
- Understand acoustical properties affecting distance perception.
- Learn psychoacoustic cues to simulate depth and movement.
- Apply sound design techniques in the Mono Sound Walk project.
- Explore practical strategies for spatial simulation in mono sound.
Let’s find a walking tour video to use for these examples.
Acoustical Properties of Distance Perception
- Sound level (intensity) decreases with distance.
- High frequencies attenuate faster over distance.
- Reverberation increases in enclosed spaces.
- Direct-to-reverberant ratio affects distance perception.
Sound Level (Intensity)
- Sound intensity decreases by 6 dB per doubling of distance.
- Quieter sounds suggest greater distance.
- Use volume automation to simulate sound proximity.
REAPER Automation Envelope Shapes
- Linear → Corresponds to Linear
- Square → No direct counterpart (instant step)
- Slow Start/End → Corresponds to S-Curve
- Fast Start → Corresponds to Exponential Growth
REAPER’s Fast End and Bezier Envelopes
- Fast End → Corresponds to Exponential Decay (Similar to Logarithmic)
- Bezier → Customizable (Linear, Logarithmic, Exponential, or S-Curve)
- Bezier allows full control over transitions
- Great for detailed audio shaping
Volunteer to try volume automation?
Frequency Response (High-Frequency Roll-off)
- High frequencies attenuate faster than low frequencies.
- Distant sounds lose high frequencies, creating a “muffled” effect.
- Use low-pass filtering to replicate distant sounds.
Volunteer to try low-pass filtering?
Reverberation and Echoes
- Reverberation increases with distance in enclosed spaces.
- A higher reverb level implies greater distance from the sound source.
- Adjust reverb to reflect environmental conditions.
Simulating Distance with Reverb
- Near sounds: minimal reverb, dry sound.
- Far sounds: higher reverb, muffled sound.
- Adjust wet/dry ratio to simulate depth.
- EQ changes for high and low frequencies.
Starting Reverb Settings for Distance
- Close proximity: Short reverb time, low wet/dry mix.
- Medium distance: Moderate reverb, slight high-frequency damping.
- Far distance: Long reverb, heavy high-frequency roll-off.
- Adjust pre-delay for spatial reflection.
Advanced Automation: Tail and Pre-delay
- Tail length: Adjust reverb tail for room size.
- Pre-delay: Automate for proximity changes.
- Combine wet/dry and pre-delay for complex depth.
- Simulate large spaces with longer reverb tails.
Practice Tips for Simulating Distance with Echo or Delay Automation
- Use echo/delay to create a sense of distance
- Adjust delay time for close or distant effects
- Modify feedback to simulate multiple reflections
- Combine delay with reverb for natural depth
Suggested Starting Settings for Delay Automation
- For close proximity (1-3 meters): 10-50 ms delay, 10-20% feedback
- For medium distance (3-10 meters): 50-150 ms delay, 30-40% feedback
- For long distance (10+ meters): 200-500 ms delay, 50-80% feedback
- Automation curves: adjust for linear or fast changes
Motion and Dynamic Cues
- Changing sound level or frequency suggests movement.
- The Doppler effect simulates pitch changes as sound moves.
- Adjust sound properties dynamically to reflect movement.
Volunteer to try Doppler effect?